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Full text of "Mortal Kombat - Scans de HQs"

FOUR COMPLETE STORIES, INTERVIEW 
AND COVER GALLERY! 




UWri WUrJilt D33IH3 



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MORTAL 
KOMBAF 



• • CHARLES MARSHALL 

..,' PATRICK ROIO 



„ ' DAVE LANPHEAR 
color design' SCOTT SAVA 

interior color • 'BU TONES 
.;■;■■ MARK PANICCIA 



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We Have An Attitude? 



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INTERACT 



by STD are 

loaded with . Whether 

you're into SEGA or SNES, our game 

pads give you the edge you need. 

So. ..play with an attitude. Play with 

INTERACT controllers by STD. 

SG & SN PROPADS 






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MORTAL KOMBAT 









Mortal Kombat #1 

Introduces .ill of the 
Kraibatants and leads up to 

their arrival at Shang Tsung's 
island. 



Mortal Kombat #1 
released July 1994 



Mortal Kombat #1 



Mortal Kombat #2 



Mortal Kombat #2 

The tournajaem begins and 

the [Combatants are taken 

prisoner as Shang Isung 

attempts to open the 



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Mortal Kombat #3 



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Mortal Kombat #4 

The Kombatonts travel 
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Patrick Rolo and Bobby Rae 



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MORTAL KOMBAT 




Mortal Kombat #5 



Tao Te Zhan and find 
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John Tobias (Right) and Ed Boon '< int ° a Malibu comic book as well? 
(Left) Co Designers of Mortal 



The MORTAL KOMBAT® of John Tobias 

An Interview with the Co-designer of MORTAL KOMBAT 

By Robert J. Sodaro 

You've got the hottest arcade game on the planet burning up the charts and crushing all 
opposition, You've successfully translated it and put it into a one-shot mail-order comic, and 
the home video game market. You've just released the Mortal Kombat II video game, the 
sequel to your still best-selling Mortal Kombat, and there's talk about a live-action tour as 
well as a live-action movie. What now? Well, if you're John Tobias and Ed Boon, why not turn 



Kombat the Video Game 



Sodaro: Could you tell us a little of the background of how you developed Mortal Kombat? 
Tobias: Ed and I wanted to do a fighting game, similar to a game called Karate Champ. We 
wanted to do a game that had head-to-head fighting in it. We threw that idea around a little 
bit, then we put our proposal in. We were both working on other projects at the time so it was 
going to be a while before we got started. Then a game called Street Fighter II came out that 
was exactly the head-to-head fighting that we wanted to do and that was successful enough 
that it spurred our people here enough to say, "Go ahead, do a fighting game." We finished 
the projects we were working on and started working on it, 

Sodaro: When was that? 

Tobias: That was in '91 . The first game took us eight or nine months, which is pretty quick for 

a video game. Normally it takes a little over a year. 

Sodaro: Does it disturb you at all that people are claiming your game is way too violent? Or is 
' rt just people overreacting? 

Tobias; It's media hype. I think violence is an issue when it comes to an eight-year old 
playing the game, but an eight-year old shouldn't be playing the game. Acclaim, the company 
that released it for the home, did everything they could. Sega put ratings on it. They took the 
gory parts of the game out of the Nintendo version. They did everything they could to address 
the issue. If a parent thinks it's too violent for their nine-year old then they shouldn't buy it. It's 
a $70.00 game. No kid is walking into Toys 'R Us, plopping seventy bucks down, and buying 
the game. 

Sodaro: Can you give us some tips on how to play the game? 

Tobias: (Pause) Practice. There's all kinds of secret moves and stuff. That's more a question 
geared to my partner who knows most of that stuff. In Mortal Kombat ll~l think all the hidden 
stuff in Mortal Kombat has been figured out -but in the second game there's tons of stuff that 
we buried under the game. 

Sodaro: Like what, for instance? Can you give us any clues? 

Tobias: Secret characters, and there's a lot of little things that you can do that it's going to 

be a while before people figure out how to find a hidden 

background or a hidden character. 

Sodaro: Could you give us an example of 
mething that was hidden in the first 
i game? 

Tobias: In the first one there wasn't 
l that much hidden stuff. The most 

popular thing was a character called 

Reptile. We have these two ninjas, 

Sub-Zero and Scorpion. We took a 

ninja. tinted his pallet green, and 

called him Reptile. There were 

certain things you had to do to get a 

match with him. It happened in a one 

player game. Something had to fly in 

front of the moon in the background, you 

had to get two flawless victohes, touch the 

block button, perform a finishing move on a 

certain level, then all of a sudden you'd warp and 

you'd fight this Reptile character on the bottom of one 





mm 





of the backgrounds called The Pit. It actually wasn't discovered for six 
months. Some kid miraculously found it by accident. 

Sodaro: i would imagine you would have to have some of those Ihings happen by accidenl. 
Tobias: It's amazing because the players are incredible. We've hidden stuff in the second game that we 
thought they weren't going to find (or three months. The game was only out two weeks and somebody 
found it. There's a lot of these computer networks and they're always putting up new hints. The players 
are incredible about finding stuff. They haven't found nearly even/thing that's hidden in the second one 
yet. 

Sodaro: How many things are hidden in the second game? 

Tobias: It's kind of vague because (atalities are considered hidden, and I think they found the majority 
of those. If I said over a hundred that wouldn't be overdoing it. 

Sodaro: What's the halt-life of an arcade game? How long do they stay hot? 

Tobias: A game can be hot for years. Normally what happens is a game will come out and do well for the first couple of months. 
Then another game will come out. It's like the movies; a movie oomes out and it's number one at the box office for a couple of 
weeks, then another new movie will come out. Mortal Kombat came out and did really well m Ihe arcades. It depends on the arcade, 
but we've seen Mortal Kombat earn upwards of S! ,600 a week. Mortal Kombat was lops for six or seven months. It was eventually 
beaten by another game we put out here called NBA Jam! Eventually NBA Jam! slipped and Mortal Kombat was number one again, 
and that was amazing because that was 14 months later. 



% 



Sodaro: How did it get translated into a comic book? 
Tobias: I had been doing comic books prior to working here. 

Sodaro: What were you doing? 

Tobias: I hadn't done that much. I did The Real Ghostbusters for Now Comics for a year-and-a-half. That was a real cartoony thing. 
I had always wanted to do Spider-Man or something. I did some stuff for Malibu. Then I stopped with comic books because I got 
busy here. With each of these characters I had developed an entire world that I wanted lo tell. The only place I could tell it was in 
the ending sequence or in the attract-mode sequence which, unfortunately, doesn't get seen too often. Although we were getting 
tons of letters from people asking things like "Are there any members of the White Lotus Society hidden in the game (which was Liu 
Kang's group]'''' It amazed us that all these players were so familiar with the story. I immediately said I wanted to do a comic book. I 
talked some people here into putting up the money and letting us produce a comic book that we sold through the game. The 
players could send in three dollars and receive the comic book. The comic did really well. Somebody at Malibu ordered the comic, 
and they expressed interest in doing ft 

Sodaro: Do you have any input into the Malibu comic book? 

Tobias: Yeah, I had a couple of conversations with Mark Paniccia the editor on the comic. We went back and forth, and we got a 
hold of Charles Marshall, the writer first. I had some pretty long phone conversations with him. In the tinal scnpts that we approved, 
he hit it right on Ihe head. I think he did an excellent Job, 

Sodaro: Would you have liked to have written or drawn the comic yourself? 
Tobias: I would have liked to have but with what I do here I just don't have the time. 

Sodaro: Will you be contributing covers or anything? 

Tobias: I might. We talked about that a little bit although the artist who they have, Palrick Rolo. is 
excellent. I'd enjoy seeing him do the covers. Mark had asked if I had any interest in doing that so I 
might do a cover here or there. The first couple of issues that Malibu's going lo put out are a re-telling 
of the comic book that I did. It was 16 pages and I did it in like two weeks. Marshall did an excellent 
job. He embellished it and added some things. I'm real excited about what they're doing, I just 
received the rest of Patrick's pencils for the first issue and they look excellent. 

Sodaro: What are you working on now? 
Tobias: Right now I just finished Mortal Kombat II, and I'm currently 
working on a comic we're going to be selling through the game, kind of like 
the first one we did. 



© 1 992 MORTAL KOMBAT® is a trademark of Midway® Manufacturing 
Company. All Rights Reserved, Used under license. 




what'sIjejV 



vember19 



suspicious dealings, he end 

his help to track di 

Baj oraris, 



and eat my breakfast 
I of Good and Plentys and Mountain 
I Dew, I think back to what a crazy 
I month this has been lor all ot us 
I here in the Licensing Department. 

■■as the giant bat 
I sighting, which most ot us figured 
I was a delusion brought on by 
I sleep deprivation. Then there were 
I radioactive ants 
I in the kitchen, 
I and let's not 
I forget that 
I strange cosmic 
I meteorite that 
I landed near the 
I office. Were we 
i jus' seeing things 
I because we're 
I around comics 
I too much? Was it 
I ell the caffeine In 
I our diet (I don't 
I really think it's 
I bad for you)? Is it 
I true that staring 
I at a computer all 

y will 
I eventually erode 
thai long, dengty 
I thing that 
I connects your 
I brain to your 
I spine? We just 
I gave up trying to 
I figure out what was going on and 
I went back to work, producing 
I (what I'm proud to say) a whole 
I lotta great books. 

Well, all you Morta' K fans 
I should be doing backflips of joy 

■Ve've got the regular 
I senes kickln' along, Garo comes to 



a close with its last issue before the 
Tournament Edition, a #0 issue with 
four short stories, plus other 
goodies, and a Special Edition of 
the first issue that includes an 
exclusive interview with the MK 
movie's director and producer. 
Pant, panf! 

In the farthest 
reaches of space, 
or the "final 
frontier" as many 
of us know It, 
we ve got thr.it; 
Sfar Trek: Deep 
Space Nine 
goodies: the 
spectacular 
second issue of 
the crossover, a 
special follow-up 
to the hit mini- 
series Hearts and 
Minds, and our 
16th issue is 
written by the pen 
of Sfar Trek 
novelist, John 
VomhoH. 

Of course the 
well received 
8ruce Lee series 

comic featuring 
YES, wntten by none other than the 
same person who writes these 
What's New at the 'Bu columns. 




TtH 



[. ' j. ' . i Wm 1 «'.,* ■' . . ' fi 



ADOITIOMAL O R E L> I X S 

MORTAL KOMBAVS #0 

COVer .a i rjuigit: Ty Rulll 






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illit, <iUi<.il' '■ 
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'.'..'.. 



BUY MALIBU 
COMICS TODAY! 



From the HEARTS AND mTnOS mini-series comes 
'the first STAR TREK: DEEP SPACe NINE Special. - 

LIGHX^TOPv/sA 

ion of Commander Sisko and the DEEP SPACE NINE c 
tain Kol and the crew of the Klingon vessel A'vwl. 

I • 



^r 



The HEARTS AND MINDS sequel, by: 
Mark A. Altman • Rob Davis • Terry Pallot 

AT THE 6DG6 OF THE FINAL FRONTIER 



PAC€ NIN' 



On Sale In December! 



%.